






Age of Wonders II
is a turn-based strategy game developed by
Triumph Studios

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Scenario Design
Creating an Altar for Player to Sacrifice Units for a RewardPosted by: Swolte/Talon-Thorn on the AOW2 Scenario Forum Outline:
The logistical problem with this script is that it has a "diminishing" trigger system; if the player's units win, a trigger will fire, but if they lose, there is no trigger to report the condition (at least, not in the same turn; it would require a "new turn" trigger to review what happened on the prior turn). Since the script must rely on the "win" event, the solution is to give the player both reward 1 (when first battle is won) and reward 2 (when second battle is won), and then take reward 1 away when the second battle is won. Scripts:
The reason for staging area 2 is because without it, multiple rewards may be generated (due to a quirk in how "teleport units" works). It seems like a needless step, but is very necessary. Swolte used "spawn units" for the rewards. Reward 2 has more powerful units. Since there is no trigger when the player's units die, it is necessary to fudge the results by generating reward 1 always, then deleting it when reward 2 is generated. Thus, if player wins in arena 1, then a trigger "enter area" fires and spawns reward 1 units; player can't do anything at this point because scripted events are still firing. Player's winning units teleport onward to arena 2. If the units lose, no additional activity is necessary. If they win, then the trigger "enter area" located on arena 2 fires. This trigger is used to do two things: 1) delete reward 1 units that were spawned and 2) spawn reward 2 units. Units are deleted by using a "change terrain" event based on trigger "enter area" for arena 2; the spawning location for reward 1 is changed to shadowvoid (killing all units) and then changed back to the previous terrain type. One caviat: since the player can use the altar multiple times, he could leave reward 1 units at the reward 1 spawn site or could move his own units to the location where reward 1 is spawned. This will cause reward 1 units to be displaced to the nearest unoccupied location. The way to avoid this is to delete any units located at the spawn site before any other actions, each time the player moves a unit onto the alter ("enter area" on altar's location). Setup:
Details: All events are set to occur "Always" --Setup/house cleaning:
Event: "Delete arena1 units", Change Terrain, Location: arena1, TerrainType: shadowvoid, Radius 0
Event: "Delete pre-arena2 units", Change Terrain, Location: pre-arena2, TerrainType: shadowvoid, Radius 0
Event: "Delete arena2 units", Change Terrain, Location: arena2, TerrainType: shadowvoid, Radius 0
Event: "Delete reward site units", Change Terrain, Location: reward-site, TerrainType: shadowvoid, Radius 0
--Setup/reset locations:
Event: "Reset arena1", Change Terrain, Location: arena1, TerrainType: dirt, Radius 0
Event: "Reset pre-arena2", Change Terrain, Location: pre-arena2, TerrainType: dirt, Radius 0
Event: "Reset arena2", Change Terrain, Location: arena2, TerrainType: dirt, Radius 0
Event: "Reset reward site", Change Terrain, Location: reward-site, TerrainType: grass, Radius 0
--Setup/spawn combatants:
Event: "Spawn arena2 combatants", Spawn Units, Units: (user specified), Location: arena2, Behavior: subNone
--Execute Sacrifice:
Event: "Teleport units to arena 1 location", Teleport Units, From: pre-arena1, To: arena1
Event: "Teleport units to pre-arena 2 location", Teleport Units, From: arena1, To: pre-arena2
Event: "Teleport units to arena 2 location", Teleport Units, From: pre-arena2, To: arena2
--Generate Rewards
Event: "Delete Reward1", Change Terrain, Location: reward-site, TerrainType: shadowvoid, Radius 0
Event: "Reset Reward Site", Change Terrain, Location: reward-site, TerrainType: grass, Radius 0
Event: "Reward2", Spawn Units, Player: independent, Units: (specify units), Location: reward-site, Behavior: subRefuge
You could have a reward other than units; it is possible to put an artifact on a hero, kill the hero, and thus, give an artifact reward. Also, units could be spawned with "Player" being the player instead of "independent." Could also use "Units Join" event and it's added features.
You would probably want to add a message and a Center View event to complete the script. Just use an Enter Area trigger. It might not be possible to have the message tailored to the reward (1 different than 2) due to the "diminishing" triggers.
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